1 | |
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2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
4 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
26 | |
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27 | |
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28 | |
26 | |
29 | #include <global.h> |
27 | #include <global.h> |
30 | #include <random_map.h> |
28 | #include <random_map.h> |
31 | #include <rproto.h> |
29 | #include <rproto.h> |
32 | |
30 | |
… | |
… | |
48 | |
46 | |
49 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
47 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
50 | * and doors but not monsters. |
48 | * and doors but not monsters. |
51 | * This function is not map tile aware. |
49 | * This function is not map tile aware. |
52 | */ |
50 | */ |
53 | |
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|
54 | int |
51 | int |
55 | wall_blocked (maptile *m, int x, int y) |
52 | wall_blocked (maptile *m, int x, int y) |
56 | { |
53 | { |
57 | int r; |
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58 | |
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59 | if (OUT_OF_REAL_MAP (m, x, y)) |
54 | if (OUT_OF_REAL_MAP (m, x, y)) |
60 | return 1; |
55 | return 1; |
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|
56 | |
61 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
57 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
62 | return r; |
58 | return r; |
63 | } |
59 | } |
64 | |
60 | |
65 | /* place treasures in the map, given the |
61 | /* place treasures in the map, given the |
66 | map, (required) |
62 | map, (required) |
67 | layout, (required) |
63 | layout, (required) |
68 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
64 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
69 | treasureoptions (may be 0 for random choices or positive) |
65 | treasureoptions (may be 0 for random choices or positive) |
70 | */ |
66 | */ |
71 | |
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|
72 | void |
67 | void |
73 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
68 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
74 | { |
69 | { |
75 | char styledirname[256]; |
70 | char styledirname[1024]; |
76 | char stylefilepath[256]; |
71 | char stylefilepath[1024]; |
77 | maptile *style_map = 0; |
72 | maptile *style_map = 0; |
78 | int num_treasures; |
73 | int num_treasures; |
79 | |
74 | |
80 | /* bail out if treasure isn't wanted. */ |
75 | /* bail out if treasure isn't wanted. */ |
81 | if (treasure_style) |
76 | if (treasure_style) |
… | |
… | |
85 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
80 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
86 | |
81 | |
87 | /* filter out the mutually exclusive options */ |
82 | /* filter out the mutually exclusive options */ |
88 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
83 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
89 | { |
84 | { |
90 | if (RANDOM () % 2) |
85 | if (rndm (2)) |
91 | treasureoptions -= 1; |
86 | treasureoptions -= 1; |
92 | else |
87 | else |
93 | treasureoptions -= 2; |
88 | treasureoptions -= 2; |
94 | } |
89 | } |
95 | |
90 | |
… | |
… | |
211 | if (i == -1) |
206 | if (i == -1) |
212 | { |
207 | { |
213 | the_chest->destroy (); |
208 | the_chest->destroy (); |
214 | return NULL; |
209 | return NULL; |
215 | } |
210 | } |
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|
211 | |
216 | xl = x + freearr_x[i]; |
212 | xl = x + freearr_x[i]; |
217 | yl = y + freearr_y[i]; |
213 | yl = y + freearr_y[i]; |
218 | |
214 | |
219 | /* if the placement is blocked, return a fail. */ |
215 | /* if the placement is blocked, return a fail. */ |
220 | if (wall_blocked (map, xl, yl)) |
216 | if (wall_blocked (map, xl, yl)) |
… | |
… | |
276 | the lockcode. It's not worth bothering to lock the chest if |
272 | the lockcode. It's not worth bothering to lock the chest if |
277 | there's only 1 treasure.... */ |
273 | there's only 1 treasure.... */ |
278 | |
274 | |
279 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
275 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
280 | { |
276 | { |
281 | char keybuf[256]; |
277 | char keybuf[1024]; |
282 | |
278 | |
283 | sprintf (keybuf, "%d", (int) RANDOM ()); |
279 | sprintf (keybuf, "%d", (int) RANDOM ()); |
284 | the_chest->slaying = keybuf; |
280 | the_chest->slaying = keybuf; |
285 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
281 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
286 | } |
282 | } |
… | |
… | |
331 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
327 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
332 | |
328 | |
333 | The idea is that you call keyplace on x,y where a door is, and it'll make |
329 | The idea is that you call keyplace on x,y where a door is, and it'll make |
334 | sure a key is placed on both sides of the door. |
330 | sure a key is placed on both sides of the door. |
335 | */ |
331 | */ |
336 | |
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|
337 | int |
332 | int |
338 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
333 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
339 | { |
334 | { |
340 | int i, j; |
335 | int i, j; |
341 | int kx, ky; |
336 | int kx = 0, ky = 0; |
342 | object *the_keymaster; /* the monster that gets the key. */ |
337 | object *the_keymaster; /* the monster that gets the key. */ |
343 | object *the_key; |
338 | object *the_key; |
344 | |
339 | |
345 | /* get a key and set its keycode */ |
340 | /* get a key and set its keycode */ |
346 | the_key = get_archetype ("key2"); |
341 | the_key = get_archetype ("key2"); |
… | |
… | |
348 | |
343 | |
349 | if (door_flag == PASS_DOORS) |
344 | if (door_flag == PASS_DOORS) |
350 | { |
345 | { |
351 | int tries = 0; |
346 | int tries = 0; |
352 | |
347 | |
353 | the_keymaster = NULL; |
348 | the_keymaster = 0; |
354 | while (tries < 15 && the_keymaster == NULL) |
349 | while (tries < 15 && !the_keymaster) |
355 | { |
350 | { |
356 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
351 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
357 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
352 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
358 | tries++; |
353 | tries++; |
359 | the_keymaster = find_closest_monster (map, i, j, RP); |
354 | the_keymaster = find_closest_monster (map, i, j, RP); |
360 | } |
355 | } |
|
|
356 | |
361 | /* if we don't find a good keymaster, drop the key on the ground. */ |
357 | /* if we don't find a good keymaster, drop the key on the ground. */ |
362 | if (the_keymaster == NULL) |
358 | if (!the_keymaster) |
363 | { |
359 | { |
364 | int freeindex; |
360 | int freeindex; |
365 | |
361 | |
366 | freeindex = -1; |
362 | freeindex = -1; |
367 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
363 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
368 | { |
364 | { |
369 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
365 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
370 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
366 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
371 | freeindex = find_first_free_spot (the_key, map, kx, ky); |
367 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
372 | } |
368 | } |
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369 | |
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|
370 | // can freeindex ever be < 0? |
373 | if (freeindex != -1) |
371 | if (freeindex >= 0) |
374 | { |
372 | { |
375 | kx += freearr_x[freeindex]; |
373 | kx += freearr_x [freeindex]; |
376 | ky += freearr_y[freeindex]; |
374 | ky += freearr_y [freeindex]; |
377 | } |
375 | } |
378 | } |
376 | } |
379 | } |
377 | } |
380 | else |
378 | else |
381 | { /* NO_PASS_DOORS --we have to work harder. */ |
379 | { /* NO_PASS_DOORS --we have to work harder. */ |
… | |
… | |
383 | NO_PASS_DOORS is set. */ |
381 | NO_PASS_DOORS is set. */ |
384 | if (n_keys == 1) |
382 | if (n_keys == 1) |
385 | { |
383 | { |
386 | if (wall_blocked (map, x, y)) |
384 | if (wall_blocked (map, x, y)) |
387 | return 0; |
385 | return 0; |
|
|
386 | |
388 | the_keymaster = find_monster_in_room (map, x, y, RP); |
387 | the_keymaster = find_monster_in_room (map, x, y, RP); |
389 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
388 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
390 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
389 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
391 | } |
390 | } |
392 | else |
391 | else |
393 | { |
392 | { |
394 | int sum = 0; /* count how many keys we actually place */ |
393 | int sum = 0; /* count how many keys we actually place */ |
… | |
… | |
396 | /* I'm lazy, so just try to place in all 4 directions. */ |
395 | /* I'm lazy, so just try to place in all 4 directions. */ |
397 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
396 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
398 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
397 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
399 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
398 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
400 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
399 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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|
400 | |
401 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
401 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
402 | { /* diagnoally this time. */ |
402 | { /* diagonally this time. */ |
403 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
403 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
404 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
404 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
405 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
405 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
406 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
406 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
407 | } |
407 | } |
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|
408 | |
408 | return 1; |
409 | return 1; |
409 | } |
410 | } |
410 | } |
411 | } |
411 | |
412 | |
412 | if (the_keymaster == NULL) |
413 | if (!the_keymaster) |
413 | { |
414 | { |
414 | the_key->x = kx; |
415 | the_key->x = kx; |
415 | the_key->y = ky; |
416 | the_key->y = ky; |
416 | insert_ob_in_map (the_key, map, NULL, 0); |
417 | insert_ob_in_map (the_key, map, NULL, 0); |
417 | return 1; |
418 | return 1; |
… | |
… | |
462 | return theMonsterToFind; |
463 | return theMonsterToFind; |
463 | } |
464 | } |
464 | } |
465 | } |
465 | |
466 | |
466 | /* now search all the 8 squares around recursively for a monster,in random order */ |
467 | /* now search all the 8 squares around recursively for a monster,in random order */ |
467 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
468 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
468 | { |
469 | { |
469 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
470 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
470 | if (theMonsterToFind != NULL) |
471 | if (theMonsterToFind != NULL) |
471 | return theMonsterToFind; |
472 | return theMonsterToFind; |
472 | } |
473 | } |
… | |
… | |
505 | free (layout2); |
506 | free (layout2); |
506 | |
507 | |
507 | return theMonsterToFind; |
508 | return theMonsterToFind; |
508 | } |
509 | } |
509 | |
510 | |
510 | |
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511 | |
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512 | |
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|
513 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
511 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
514 | int *room_free_spots_x; |
512 | int *room_free_spots_x; |
515 | int *room_free_spots_y; |
513 | int *room_free_spots_y; |
516 | int number_of_free_spots_in_room; |
514 | int number_of_free_spots_in_room; |
517 | |
515 | |
518 | /* the workhorse routine, which finds the free spots in a room: |
516 | /* the workhorse routine, which finds the free spots in a room: |
519 | a datastructure of free points is set up, and a position chosen from |
517 | a datastructure of free points is set up, and a position chosen from |
520 | that datastructure. */ |
518 | that datastructure. */ |
521 | |
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|
522 | void |
519 | void |
523 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
520 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
524 | { |
521 | { |
525 | int i, j; |
522 | int i, j; |
526 | |
523 | |
… | |
… | |
537 | /* check off this point */ |
534 | /* check off this point */ |
538 | layout[x][y] = 1; |
535 | layout[x][y] = 1; |
539 | room_free_spots_x[number_of_free_spots_in_room] = x; |
536 | room_free_spots_x[number_of_free_spots_in_room] = x; |
540 | room_free_spots_y[number_of_free_spots_in_room] = y; |
537 | room_free_spots_y[number_of_free_spots_in_room] = y; |
541 | number_of_free_spots_in_room++; |
538 | number_of_free_spots_in_room++; |
|
|
539 | |
542 | /* now search all the 8 squares around recursively for free spots,in random order */ |
540 | /* now search all the 8 squares around recursively for free spots,in random order */ |
543 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
541 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
544 | { |
|
|
545 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
542 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
546 | } |
|
|
547 | |
543 | |
548 | } |
544 | } |
549 | |
545 | |
550 | /* find a random non-blocked spot in this room to drop a key. */ |
546 | /* find a random non-blocked spot in this room to drop a key. */ |
551 | void |
547 | void |
… | |
… | |
562 | /* allocate and copy the layout, converting C to 0. */ |
558 | /* allocate and copy the layout, converting C to 0. */ |
563 | for (i = 0; i < RP->Xsize; i++) |
559 | for (i = 0; i < RP->Xsize; i++) |
564 | { |
560 | { |
565 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
561 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
566 | for (j = 0; j < RP->Ysize; j++) |
562 | for (j = 0; j < RP->Ysize; j++) |
567 | { |
|
|
568 | if (wall_blocked (map, i, j)) |
563 | if (wall_blocked (map, i, j)) |
569 | layout2[i][j] = '#'; |
564 | layout2[i][j] = '#'; |
570 | } |
|
|
571 | } |
565 | } |
572 | |
566 | |
573 | /* setup num_free_spots and room_free_spots */ |
567 | /* setup num_free_spots and room_free_spots */ |
574 | find_spot_in_room_recursive (layout2, x, y, RP); |
568 | find_spot_in_room_recursive (layout2, x, y, RP); |
575 | |
569 | |
… | |
… | |
580 | *ky = room_free_spots_y[i]; |
574 | *ky = room_free_spots_y[i]; |
581 | } |
575 | } |
582 | |
576 | |
583 | /* deallocate the temp. layout */ |
577 | /* deallocate the temp. layout */ |
584 | for (i = 0; i < RP->Xsize; i++) |
578 | for (i = 0; i < RP->Xsize; i++) |
585 | { |
|
|
586 | free (layout2[i]); |
579 | free (layout2[i]); |
587 | } |
580 | |
588 | free (layout2); |
581 | free (layout2); |
589 | free (room_free_spots_x); |
582 | free (room_free_spots_x); |
590 | free (room_free_spots_y); |
583 | free (room_free_spots_y); |
591 | } |
584 | } |
592 | |
585 | |
593 | |
586 | |
594 | /* searches the map for a spot with walls around it. The more |
587 | /* searches the map for a spot with walls around it. The more |
595 | walls the better, but it'll settle for 1 wall, or even 0, but |
588 | walls the better, but it'll settle for 1 wall, or even 0, but |
596 | it'll return 0 if no FREE spots are found.*/ |
589 | it'll return 0 if no FREE spots are found.*/ |
597 | |
|
|
598 | void |
590 | void |
599 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
591 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
600 | { |
592 | { |
601 | int x, y; |
593 | int x, y; |
602 | int i; |
594 | int i; |
… | |
… | |
653 | *cy = ly; |
645 | *cy = ly; |
654 | return; |
646 | return; |
655 | } |
647 | } |
656 | } |
648 | } |
657 | /* give up and return the closest free spot. */ |
649 | /* give up and return the closest free spot. */ |
658 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
650 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
659 | if (i != -1 && i <= SIZEOFFREE1) |
651 | |
|
|
652 | if (i != -1) |
660 | { |
653 | { |
661 | *cx = x + freearr_x[i]; |
654 | *cx = x + freearr_x[i]; |
662 | *cy = y + freearr_y[i]; |
655 | *cy = y + freearr_y[i]; |
663 | return; |
656 | } |
|
|
657 | else |
664 | } |
658 | { |
665 | /* indicate failure */ |
659 | /* indicate failure */ |
|
|
660 | *cx = -1; |
666 | *cx = *cy = -1; |
661 | *cy = -1; |
|
|
662 | } |
667 | } |
663 | } |
668 | |
664 | |
669 | |
665 | |
670 | void |
666 | void |
671 | remove_monsters (int x, int y, maptile *map) |
667 | remove_monsters (int x, int y, maptile *map) |
… | |
… | |
763 | /* check off this point */ |
759 | /* check off this point */ |
764 | if (layout[x][y] == '#') |
760 | if (layout[x][y] == '#') |
765 | { /* there could be a door here */ |
761 | { /* there could be a door here */ |
766 | layout[x][y] = 1; |
762 | layout[x][y] = 1; |
767 | door = door_in_square (map, x, y); |
763 | door = door_in_square (map, x, y); |
768 | if (door != NULL) |
764 | if (door) |
769 | { |
765 | { |
770 | doorlist[*ndoors] = door; |
766 | doorlist[*ndoors] = door; |
771 | if (*ndoors > 254) /* eek! out of memory */ |
767 | if (*ndoors > 1022) /* eek! out of memory */ |
772 | { |
768 | { |
773 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
769 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
774 | return; |
770 | return; |
775 | } |
771 | } |
|
|
772 | |
776 | *ndoors = *ndoors + 1; |
773 | *ndoors = *ndoors + 1; |
777 | } |
774 | } |
778 | } |
775 | } |
779 | else |
776 | else |
780 | { |
777 | { |
781 | layout[x][y] = 1; |
778 | layout[x][y] = 1; |
782 | /* now search all the 8 squares around recursively for free spots,in random order */ |
779 | /* now search all the 8 squares around recursively for free spots,in random order */ |
783 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
780 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
784 | { |
|
|
785 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
781 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
786 | } |
|
|
787 | } |
782 | } |
788 | } |
783 | } |
789 | |
784 | |
790 | /* find a random non-blocked spot in this room to drop a key. */ |
785 | /* find a random non-blocked spot in this room to drop a key. */ |
791 | object ** |
786 | object ** |
… | |
… | |
794 | char **layout2; |
789 | char **layout2; |
795 | object **doorlist; |
790 | object **doorlist; |
796 | int i, j; |
791 | int i, j; |
797 | int ndoors = 0; |
792 | int ndoors = 0; |
798 | |
793 | |
799 | doorlist = (object **) calloc (sizeof (int), 256); |
794 | doorlist = (object **) calloc (sizeof (int), 1024); |
800 | |
|
|
801 | |
795 | |
802 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
796 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
803 | /* allocate and copy the layout, converting C to 0. */ |
797 | /* allocate and copy the layout, converting C to 0. */ |
804 | for (i = 0; i < RP->Xsize; i++) |
798 | for (i = 0; i < RP->Xsize; i++) |
805 | { |
799 | { |
… | |
… | |
814 | /* setup num_free_spots and room_free_spots */ |
808 | /* setup num_free_spots and room_free_spots */ |
815 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
809 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
816 | |
810 | |
817 | /* deallocate the temp. layout */ |
811 | /* deallocate the temp. layout */ |
818 | for (i = 0; i < RP->Xsize; i++) |
812 | for (i = 0; i < RP->Xsize; i++) |
819 | { |
|
|
820 | free (layout2[i]); |
813 | free (layout2[i]); |
821 | } |
814 | |
822 | free (layout2); |
815 | free (layout2); |
823 | return doorlist; |
816 | return doorlist; |
824 | } |
817 | } |
825 | |
818 | |
826 | |
819 | |
… | |
… | |
839 | if (opts & DOORED) |
832 | if (opts & DOORED) |
840 | { |
833 | { |
841 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
834 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
842 | { |
835 | { |
843 | object *new_door = get_archetype ("locked_door1"); |
836 | object *new_door = get_archetype ("locked_door1"); |
844 | char keybuf[256]; |
837 | char keybuf[1024]; |
845 | |
838 | |
846 | door = doorlist[i]; |
839 | door = doorlist[i]; |
847 | new_door->face = door->face; |
840 | new_door->face = door->face; |
848 | new_door->x = door->x; |
841 | new_door->x = door->x; |
849 | new_door->y = door->y; |
842 | new_door->y = door->y; |